Merge pull request #72174 from bitsawer/shader_include_fixes
Close undefined Fix undefined
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commit
2afa175195
6 changed files with 36 additions and 4 deletions
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@ -383,11 +383,12 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLa
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List<ScriptLanguage::CodeCompletionOption> pp_defines;
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ShaderPreprocessor preprocessor;
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String code;
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complete_from_path = (shader.is_valid() ? shader->get_path() : shader_inc->get_path()).get_base_dir();
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String resource_path = (shader.is_valid() ? shader->get_path() : shader_inc->get_path());
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complete_from_path = resource_path.get_base_dir();
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if (!complete_from_path.ends_with("/")) {
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complete_from_path += "/";
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}
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preprocessor.preprocess(p_code, "", code, nullptr, nullptr, nullptr, nullptr, &pp_options, &pp_defines, _complete_include_paths);
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preprocessor.preprocess(p_code, resource_path, code, nullptr, nullptr, nullptr, nullptr, &pp_options, &pp_defines, _complete_include_paths);
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complete_from_path = String();
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if (pp_options.size()) {
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for (const ScriptLanguage::CodeCompletionOption &E : pp_options) {
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@ -55,6 +55,12 @@ void Shader::set_path(const String &p_path, bool p_take_over) {
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RS::get_singleton()->shader_set_path_hint(shader, p_path);
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}
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void Shader::set_include_path(const String &p_path) {
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// Used only if the shader does not have a resource path set,
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// for example during loading stage or when created by code.
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include_path = p_path;
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}
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void Shader::set_code(const String &p_code) {
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for (Ref<ShaderInclude> E : include_dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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@ -80,11 +86,15 @@ void Shader::set_code(const String &p_code) {
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HashSet<Ref<ShaderInclude>> new_include_dependencies;
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{
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String path = get_path();
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if (path.is_empty()) {
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path = include_path;
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}
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// Preprocessor must run here and not in the server because:
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// 1) Need to keep track of include dependencies at resource level
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// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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@ -231,6 +241,7 @@ Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const Strin
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader->set_include_path(p_path);
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shader->set_code(str);
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if (r_error) {
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@ -56,6 +56,7 @@ private:
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Mode mode = MODE_SPATIAL;
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HashSet<Ref<ShaderInclude>> include_dependencies;
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String code;
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String include_path;
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HashMap<StringName, HashMap<int, Ref<Texture2D>>> default_textures;
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@ -72,6 +73,7 @@ public:
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virtual Mode get_mode() const;
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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void set_include_path(const String &p_path);
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void set_code(const String &p_code);
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String get_code() const;
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@ -45,9 +45,14 @@ void ShaderInclude::set_code(const String &p_code) {
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}
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{
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String path = get_path();
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if (path.is_empty()) {
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path = include_path;
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}
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String pp_code;
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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@ -64,6 +69,10 @@ String ShaderInclude::get_code() const {
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return code;
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}
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void ShaderInclude::set_include_path(const String &p_path) {
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include_path = p_path;
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}
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void ShaderInclude::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
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@ -86,6 +95,7 @@ Ref<Resource> ResourceFormatLoaderShaderInclude::load(const String &p_path, cons
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader_inc->set_include_path(p_path);
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shader_inc->set_code(str);
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if (r_error) {
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@ -42,6 +42,7 @@ class ShaderInclude : public Resource {
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private:
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String code;
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String include_path;
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HashSet<Ref<ShaderInclude>> dependencies;
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void _dependency_changed();
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@ -51,6 +52,8 @@ protected:
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public:
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void set_code(const String &p_text);
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String get_code() const;
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void set_include_path(const String &p_path);
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};
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class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
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@ -674,6 +674,11 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
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return;
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}
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path = path.simplify_path();
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if (path.is_relative_path()) {
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path = state->current_filename.get_base_dir().path_join(path);
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}
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Ref<Resource> res = ResourceLoader::load(path);
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if (res.is_null()) {
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set_error(RTR("Shader include load failed. Does the shader include exist? Is there a cyclic dependency?"), line);
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